This guide will cover the 71) main ship stat categories, common shorthand for them along with their interfaces.
Capacitor is used to power most modules, and if too little is available to power a module it will turn off3). Capacitor recharges over time, this rate is increased or decreased based on the current percentage of the capacitor, peaking at between 20-35% and rapidly falling off outside of those values4)
Effective Hit Points(From here on EHP) is the main stat when regarding hit points, there is a massive amount of complexity involved but for this guide, will only be explaining the very basics. EHP is hit points plus resistances, there is 4 different resistances each resisting 1 type of damage, shield, armor, and hull all have their own resists.
EHP is most commonly measured assuming all 4 types of damage are split evenly, this is called omni damage, it is also normally used as total EHP, which is all 3 combined, but it will sometimes be referred by just 1(this should always be specificized.
Targeting is how you lock ships, and is quite simple5). Targeting speed can be simplified to the following6): locking ships smaller then you will be slower, locking ships the same size will be normal speed, locking ships larger then you will be faster.
Ship speed and align time7). Eve treats ships as spheres with vectors, what this means in practice is that the direction your ship is pointing does not matter, only the direction you are moving matters.
The main drone stat for ships8) is bandwidth, which determines how many and what drone sizes you can use. Each drone size takes a different amount of bandwidth, with light drones taking 5 bandwidth per drone, medium drones taking 10, and heavy and sentry drones taking 25, you can also only have a max of 5 drones regardless if you have bandwidth left. The other important stat is control range, you can only order drones to attack targets within this range, they will however attack targets that fly out of this range if they were already attacking it, this stat is determined by skills9).
There are 2 main stats, power grid and CPU, and 1 secondary, rig calibration. The vast majority of modules take both CPU and power10), generally taking 1 more than the other, if there is not enough remaining to online a module, it will fail and be unusable until you get more(There is a large number of ways to get more, from mods that increase it, to skills that reduce costs or increase the amount you have)). The same also applies to rig calibration, except for mods, it's only for rigs, and there is no way to increase it or decrease cost.